Gaming apparatus and playing method of card game

ABSTRACT

A gaming apparatus according to the present invention including: a display capable of displaying a plurality of cards, a sugoroku (Japanese board game like “Snakes and Ladders”) board provided with a plurality of spaces, and a player&#39;s piece; an input switch capable of making an input of a hold and/or a change from the player; and a controller, the controller programmed to conduct the processing of: (a) displaying the plurality of cards, the sugoroku board, and the player&#39;s piece to the display; (b) detecting the input of a hold and/or a change from the input switch; (c) exchanging a card in accordance with the detection; (d) moving the player&#39;s piece, when a combination of a plurality of cards after the exchange is a predetermined combination, on the sugoroku board by the number of spaces corresponding to the combination of the plurality of cards; and (e) paying out a currency value for a jackpot accumulated by storing part of a bet currency value when the piece stops at a specific space.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims benefit of priority based on Japanese PatentApplication No. 2006-319093 filed on Nov. 27, 2006. The contents of thisapplication are incorporated herein by reference in their entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming apparatus such as a videopoker machine, and a playing method of a card game such as poker.

2. Discussion of the Background

Conventionally there have been, as gaming machines, a slot machine inwhich a prize is offered when symbols are rearranged on a winning line(e.g. U.S. Pat. No. 6,093,102) and a slot machine in which a prize isoffered in accordance with the number of symbols displayed to a display(e.g. U.S. Pat. No. 6,604,999). As a gaming machine other than these,for example, there has been a gaming machine of which a subject game ispoker (e.g. UK Patent No. 2169737, U.S. Pat. No. 5,257,810, U.S. Pat.No. 5,390,934).

In the gaming machines as mentioned above, there are cases where a bonusgame, namely, a game in which a returned profit becomes larger for theplayer, is generated, and during this bonus game, a second game maybeexecuted subsequently to a normal game. There has also been proposedenabling the player to input an operation in this second game (e.g. U.S.Pat. No. 6,089,976).

The contents of U.S. Pat. No. 6,093,102, U.S. Pat. No. 6,604,999 andU.K. Patent No. 2,169,737, U.S. Pat. No. 5,257,810, U.S. Pat. No.5,390,934, U.S. Pat. No. 6,089,976 are incorporated herein by referencein their entirety.

It is an object of the present invention to provide a new entertainingproperty, which has not been existent in the foregoing related arts.Specifically, an object of the present invention is to provide a gamingapparatus and a playing method of a card game, capable of improving theexpectation to the piece to stop at a specific space and varying gametactics.

SUMMARY OF THE INVENTION

In order to achieve the above-mentioned object, a first aspect of thepresent invention provides a gaming apparatus having a followingstructure.

(1) Namely, the gaming apparatus includes: a display capable ofdisplaying a plurality of cards, a sugoroku (Japanese board game like“Snakes and Ladders”) board provided with a plurality of spaces, and aplayer's piece; an input switch capable of making an input of a holdand/or a change from the player; and a controller. The controller isprogrammed to conduct the processing of: (a) displaying the plurality ofcards, the sugoroku board, and the player's piece to the display; (b)detecting the input of a hold and/or a change from the input switch; (c)exchanging a card in accordance with the detection; (d) moving theplayer's piece, when a combination of a plurality of cards after theexchange is a predetermined combination, on the sugoroku board by thenumber of spaces corresponding to the combination of the plurality ofcards; and (e) paying out a currency value for a jackpot accumulated bystoring part of a currency value bet by the player when the player'spiece stops at a specific space.

According to the invention of (1), when a combination of a plurality ofcards is a predetermined combination (e.g. Four of a kind in a pokergame), the player's piece on the sugoroku board is moved by the numberof spaces corresponding to the combination of the cards (e.g. the pieceis moved by five spaces when Four of a kind is established with cards ofthe rank “5” in a poker game), and a currency value for a jackpot ispaid out when the player's piece stops at a specific space.

Therefore, the player can acquire a currency value cumulatively storedas a currency value for a jackpot by stopping the piece at a specificspace. As a result, an expectation that the piece stops at the specificspace can be improved.

Further, it is highly possible that a combination of cards to beestablished by the player for acquiring a currency value for a jackpotis different, when a start position of the piece is different. Since theplayer needs to work out tactics in accordance with the start positionof the piece for acquiring a currency value for a jackpot, it ispossible to vary tactics for the game with the aim of acquiring acurrency value for a jackpot. Hence it is possible to increase amusementof attempting to acquire a currency value for a jackpot, so as toprovide a more entertaining game.

Moreover, since the move of the piece on the sugoroku board can bevisually confirmed, it is possible to grasp a positional relationbetween a specific space corresponding to payout of a currency value fora jackpot and a space where the piece stopped, so as to increase visualamusement.

Therefore, it is possible to provide an entertaining property which hasnot been existent in the related arts.

Further, a second aspect of the present invention provides a gamingapparatus having a following structure.

(2) Namely, the gaming apparatus includes: a display capable ofdisplaying a plurality of cards, a sugoroku board provided with aplurality of spaces, and a player's piece; an input switch capable ofmaking an input of a hold and/or a change from the player; and acontroller. The controller is programmed to conduct the processing of:(a) displaying the plurality of cards, the sugoroku board, and theplayer's piece to the display; (b) detecting the input of a hold and/ora change from the input switch; (c) exchanging a card in accordance withthe detection; (d) moving the player's piece, when a combination of aplurality of cards after the exchange is a predetermined combination, onthe sugoroku board by the number of spaces corresponding to thecombination of the plurality of cards; (e) executing a bonus game whenthe player's piece stops at a specific space; (f) determining whether ornot a jackpot will be won in the bonus game; and (g) paying out acurrency value for a jackpot accumulated by storing part of a currencyvalue bet by the player when the jackpot is determined to be won.

According to the invention of (2), when a combination of a plurality ofcards is a predetermined combination, the player's piece on the sugorokuboard is moved by the number of spaces corresponding to the combinationof cards. When the space at which the piece stopped is a specific space,a bonus game (e.g. free game, second game) is executed, and a currencyvalue for a jackpot is paid out when a jackpot is determined to be wonin the bonus game.

Therefore, when acquiring a bonus game, since it is possible to win ajackpot which allows an acquirement of a cumulatively stored currencyvalue, the player who has been able to acquire a bonus game can enjoy asense of satisfaction. Further, since the player is able to acquire acumulatively stored currency value when winning a jackpot in theacquired bonus game, the player can obtain a larger sense ofsatisfaction. As thus described, it is possible for the player to obtainsenses of satisfactions at two stages in one game. As a result, itbecomes possible to increase the sense of satisfaction obtained from thegame.

Moreover, when the start position of the piece is different, it ishighly possible that the combination of cards to be established by theplayer for acquiring a bonus game is different. Since the player needsto work out tactics in accordance with the start position of the piecefor acquiring a bonus game, it is possible to vary the tactics for thegame with the aim of acquiring the bonus game. Hence it is possible toincrease amusement of attempting to acquire a bonus game, so as toprovide a more entertaining game.

Further, since the move of the piece on the sugoroku board can bevisually confirmed, it is possible to grasp a positional relationbetween a specific space corresponding to the bonus game and a space atwhich the piece stopped, so as to increase visual amusement.

Therefore, it is possible to provide an entertaining property which hasnot been existent in the related arts.

A third aspect of the present invention provides a gaming apparatushaving a following structure.

(3) Namely, the gaming apparatus includes: a display capable ofdisplaying a plurality of cards, a sugoroku board provided with aplurality of spaces, and a player's piece; an input switch capable ofmaking an input of a hold and/or a change from the player; and acontroller. The controller is programmed to conduct the processing of:(a) displaying a plurality of cards, the sugoroku board, and theplayer's piece to the display; (b) detecting the input of a hold and/ora change from the input switch; (c) exchanging a card in accordance withthe detection; (d) moving the player's piece, when a combination of aplurality of cards after the exchange is a predetermined-combination, onthe sugoroku board by the number of spaces corresponding to thecombination of the plurality of cards; (e) executing a bonus game inaccordance with the combination of the plurality of cards when theplayer's piece stops at a specific space; (f) determining whether or nota jackpot will be won in the bonus game; and (g) paying out a currencyvalue for a jackpot accumulated by storing part of a currency value betby the player when the jackpot is determined to be won.

According to the invention of (3), when a combination of a plurality ofcards is a predetermined combination, the player's piece on the sugorokuboard is moved by the number of spaces corresponding to the combinationof cards. When the space at which the piece stopped is a specific space,a bonus game is executed. When a jackpot is determined to be won in thebonus game, a currency value for a jackpot is paid out.

Therefore, when acquiring a bonus game, since it is possible to win ajackpot which allows an acquirement of a cumulatively stored currencyvalue, the player who has been able to acquire a bonus game can enjoy asense of satisfaction. Further, since the player is able to acquire acumulatively stored currency value when winning a jackpot in theacquired bonus game, the player can obtain a larger sense ofsatisfaction. As thus described, it is possible for the player to obtainsenses of satisfactions at two stages in one game. As a result, itbecomes possible to increase the sense of satisfaction obtained from thegame.

Moreover, when the start position of the piece is different, it ishighly possible that the combination of cards to be established by theplayer for acquiring a bonus game is different. Since the player needsto work out tactics in accordance with the start position of the piecefor acquiring a bonus game, it is possible to vary the tactics for thegame with the aim of acquiring the bonus game. Hence it is possible toincrease amusement of attempting to acquire a bonus game, so as toprovide a more entertaining game.

Moreover, since a bonus game in accordance with an establishedcombination of cards is executed, it is highly possible that anexpectation to win a jackpot varies depending upon the bonus game. Whenacquiring a bonus game in which the expectation to win a jackpot ishigh, the player inclines to acquire a bonus game of the same kindagain. When acquiring a bonus game in which the expectation to win ajackpot is low, the player inclines to play a game again for acquiring abonus game in which the expectation is higher. It is therefore possibleto improve a willingness of the player to play a game again.

Furthermore, since the move of the piece on the sugoroku board can bevisually confirmed, it is possible to grasp a positional relationbetween a specific space corresponding to the bonus game and a space atwhich the piece stopped, so as to increase visual amusement.

Therefore, it is possible to provide an entertaining property which hasnot been existent in the related arts.

The first aspect of the present invention provides a playing method of acard game, including the following steps.

(4) Namely, the playing method of a card game includes the steps of: (a)dealing a plurality of cards; (b) exchanging a card in accordance with ahold and/or a change; (c) moving the player's piece, when a combinationof a plurality of cards after the exchange is a predeterminedcombination, on the sugoroku board provided with a plurality of spacesby the number of spaces corresponding to the combination of theplurality of cards; and (d) paying a currency value for a jackpotaccumulated by storing part of a currency value bet by the player whenthe player's piece stops at a specific space.

According to the invention of (4), when a combination of a plurality ofcards is a predetermined combination, the player's piece on the sugorokuboard is moved by the number of spaces corresponding to the combinationof cards, and when the piece stops at a specific space, a currency valuefor a jackpot is paid.

Therefore, the player can acquire a currency value cumulatively storedas a currency value for a jackpot by stopping the piece at a specificspace. As a result, an expectation that the piece stops at the specificspace can be improved.

Further, it is highly possible that a combination of cards to beestablished by the player for acquiring a currency value for a jackpotis different, when a start position of the piece is different. Since theplayer needs to work out tactics in accordance with the start positionof the piece for acquiring a currency value for a jackpot, it ispossible to vary tactics for the game with the aim of acquiring acurrency value for a jackpot. Hence it is possible to increase amusementof attempting to acquire a currency value for a jackpot, so as toprovide a more entertaining game.

Moreover, since the move of the piece on the sugoroku board can bevisually confirmed, it is possible to grasp a positional relationbetween a specific space corresponding to payment of a currency valuefor a jackpot and a space where the piece stopped, so as to increasevisual amusement.

Therefore, it is possible to provide an entertaining property which hasnot been existent in the related arts.

Further, the second aspect of the present invention provides a playingmethod of a card game, including the following steps.

(5) Namely, the playing method of a card game includes the steps of: (a)dealing a plurality of cards; (b) exchanging a card in accordance with ahold and/or a change; (c) moving the player's piece, when a combinationof a plurality of cards after the exchange is a predeterminedcombination, on the sugoroku board provided with a plurality of spacesby the number of spaces corresponding to the combination of theplurality of cards; (d) executing a bonus game when the player's piecestops at a specific space; (e) determining whether or not a jackpot willbe won in the bonus game; and (f) paying a currency value for a jackpotaccumulated by storing part of a currency value bet by the player whenthe jackpot is determined to be won.

According to the invention of (5), when a combination of a plurality ofcards is a predetermined combination, theplayer's piece on the sugorokuboard is moved by the number of spaces corresponding to the combinationof cards. When the space at which the piece stopped is a specific space,a bonus game is executed. When a jackpot is determined to be won in thebonus game, a currency value for a jackpot is paid out.

Therefore, when acquiring a bonus game, since it is possible to win ajackpot which allows an acquirement of a cumulatively stored currencyvalue, the player who has been able to acquire a bonus game can enjoy asense of satisfaction. Further, since the player is able to acquire acumulatively stored currency value when winning a jackpot in theacquired bonus game, the player can obtain a larger sense ofsatisfaction. As thus described, it is possible for the player to obtainsenses of satisfactions at two stages in one game. As a result, itbecomes possible to increase the sense of satisfaction obtained from thegame.

Moreover, when the start position of the piece is different, it ishighly possible that the combination of cards to be established by theplayer for acquiring a bonus game is different. Since the player needsto work out tactics in accordance with the start position of the piecefor acquiring a bonus game, it is possible to vary the tactics for thegame with the aim of acquiring the bonus game. Hence it is possible toincrease amusement of attempting to acquire a bonus game, so as toprovide a more entertaining game.

Moreover, since the move of the piece on the sugoroku board can bevisually confirmed, it is possible to grasp a positional relationbetween a specific space corresponding to the bonus game and a space atwhich the piece stopped, so as to increase visual amusement.

Therefore, it is possible to provide an entertaining property which hasnot been existent in the related arts.

The third aspect of the present invention provides a playing method of acard game, including the following steps.

(6) Namely, the playing method of a card game includes the steps of: (a)dealing a plurality of cards; (b) exchanging a card in accordance with ahold and/or a change; (c) moving the player's piece, when a combinationof a plurality of cards after the exchange is a predeterminedcombination, on the sugoroku board provided with a plurality of spacesby the number of spaces corresponding to the combination of theplurality of cards; (d) executing a bonus game in accordance with thecombination of the plurality of cards when the player's piece stops at aspecific space; (e) determining whether or not a jackpot will be won inthe bonus game; and (f) paying a currency value for a jackpotaccumulated by storing part of a currency value bet by the player whenthe jackpot is determined to be won.

According to the invention of (6), when a combination of a plurality ofcards is a predetermined combination, the player's piece on the sugorokuboard is moved by the number of spaces corresponding to the combinationof cards. When the space at which the piece stopped is a specific space,a bonus game in accordance with the combination of cards is executed.When a jackpot is determined to be won in the bonus game, a currencyvalue for a jackpot is paid.

Therefore, when acquiring a bonus game, since it is possible to win ajackpot which allows an acquirement of a cumulatively stored currencyvalue, the player who has been able to acquire a bonus game can enjoy asense of satisfaction. Further, since the player is able to acquire acumulatively stored currency value when winning a jackpot in theacquired bonus game, the player can obtain a larger sense ofsatisfaction. As thus described, it is possible for the player to obtainsenses of satisfactions at two stages in one game. As a result, itbecomes possible to increase the sense of satisfaction obtained from thegame.

Moreover, when the start position of the piece is different, it ishighly possible that the combination of cards to be established by theplayer for acquiring a bonus game is different. Since the player needsto work out tactics in accordance with the start position of the piecefor acquiring a bonus game, it is possible to vary the tactics for thegame with the aim of acquiring the bonus game. Hence it is possible toincrease amusement of attempting to acquire a bonus game so as toprovide a more entertaining game.

Moreover, since a bonus game in accordance with an establishedcombination of cards is executed, it is highly possible that anexpectation to win a jackpot varies depending upon the bonus game. Whenacquiring a bonus game in which the expectation to win a jackpot ishigh, the player inclines to acquire a bonus game of the same kindagain. When acquiring a bonus game in which the expectation to win ajackpot is low, the player inclines to play a game again for acquiring abonus game in which the expectation is higher. It is therefore possibleto improve a willingness of the player to play a game again.

Furthermore, since the move of the piece on the sugoroku board can bevisually confirmed, it is possible to grasp a positional relationbetween a specific space corresponding to the bonus game and a space atwhich the piece stopped, so as to increase visual amusement.

Therefore, it is possible to provide an entertaining property which hasnot been existent in the related arts.

According to the present invention, it is possible to provide anentertaining property which has not been existent in the foregoingrelated arts, namely, a gaming apparatus and a playing method of a cardgame which are capable of improving the expectation that apiece stops ata specific space and varying game tactics.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a view showing one example of an image displayed to a lowerimage display panel.

FIG. 2 is a diagrammatic view showing an entire configuration of a gamesystem according to one embodiment of the present invention.

FIG. 3 is a perspective view schematically showing a gaming apparatusaccording to one embodiment of the present invention.

FIG. 4 is a block diagram showing an internal configuration of thegaming apparatus shown in FIG. 3.

FIG. 5 is a block diagram showing an internal configuration of a servershown in FIG. 2.

FIG. 6 is a flowchart showing a subroutine of a game processing.

FIG. 7 is a flowchart showing a subroutine of a bonus game processing.

FIG. 8 is a view showing one example of images displayed to the lowerimage display panel when executing a bonus game.

FIG. 9 is a view showing one example of symbols displayed when executinga bonus game.

DESCRIPTION OF THE EMBODIMENTS

The first aspect of the present invention is an invention in which acurrency value for a jackpot is paid out when a piece stops at aspecific space on a sugoroku board. The second aspect of the presentinvention is an invention in which a bonus game is executed when a piecestops at a specific space on the sugoroku board. The third aspect of thepresent invention is the second aspect of the present invention in whicha bonus game is a bonus game in accordance with a combination of cards.In the following description, the first, second, and third aspects ofthe present invention are simply referred to as the present inventionwhen not particularly distinguished.

An Embodiment of the present invention will be described with referenceto the drawings.

FIG. 1 is a view showing one example of an image displayed to a lowerimage display panel. FIG. 2 is a diagrammatic view showing an entireconfiguration of a game system according to one embodiment of thepresent invention. FIG. 3 is a perspective view schematically showing agaming apparatus according to one embodiment of the present invention.

It is to be noted that, although a gaming apparatus 10 (see FIGS. 2 and3) is a gaming apparatus connected to a server 200 (see FIG. 2) via anetwork, the present invention is also applicable to a standalone typegaming apparatus which is not connected to a network.

As shown in FIG. 1, at an upper portion of the lower image display panel16 included in the gaming apparatus 10, there is displayed an image 8showing “POKER”. Below the image 8, there are displayed five card images1 (a card image 1 a, a card image 1 b, a card image 1 c, a card image 1d, and a card image 1 e in a direction from the left on the lower imagedisplay panel 16). Further, below the card images 1, there are displayeda piece 2 showing a player's piece and a sugoroku board 3 in a figure of“∞” (symbol indicating “endless”) formed by a plurality of spaces 4. Thespaces 4 included in the sugoroku board 3 (a space at a central portionof “∞” is referred to as a space 4 a, and spaces other than that arereferred to as spaces 4 b) are successively arranged such that eachspace 4 is adjacent to two spaces (adjacent to four spaces, as for thespace 4 a).

In each space 4, there is displayed an image of the number of credits tobe paid out when the piece 2 stops or an image “BONUS GAME!” showingthat a bonus game is executed when the piece 2 stops. Further, a startposition of the piece 2 (space at which the piece 2 is displayed at thestart of a game) is determined at random when a game is started.

The piece 2 moves on the sugoroku board 3 as described below. Namely,out of the two closed curves forming the figure of “∞”, the piece 2moves counterclockwise along the left-side closed curve and clockwisealong the right-side closed curve (see arrows in FIG. 1). Further, whenreaching the space 4 a (central portion of the figure of “∞”) aftermoving along one closed curve, the piece 2 then moves along the otherclosed curve.

In the gaming apparatus 10, five cards are displayed to play a pokergame.

In the present embodiment, five cards to be displayed are selected amonga set of playing cards except for a joker. Namely, five cards areselected among a total of 52 cards including thirteen kinds of numbersand alphabets, “A”, “2” to “10”, “J”, “Q”, and “K”, of each of the foursuits (symbols printed on playing cards), spade, heart, diamonds, andclub.

When the card images 1 are displayed, the player inputs a hold and achange with regard to the displayed five card images 1.

A hold means keeping a displayed card unchanged, and a change meansexchanging a displayed card with another card. The card to which achange is inputted is exchanged with another card.

when Four of a kind is established after operations of a hold and achange, the piece 2 moves by the number of spaces 4 corresponding to anumber or alphabet on the card images 1 forming Four of a kind, andcredits corresponding to the space 4 at which the piece 2 stopped arepaid out.

Four of a kind is established when a player has four cards having thesame number or alphabet printed thereon. In the present embodiment, thenumber of spaces 4 that the piece 2 moves in the case of establishmentof Four of a kind is one when Four of a kind is established by cardswith “A” printed thereon (hereinafter, a case where Four of a kind isestablished by cards with “X” printed thereon is referred to as the caseof Four of a kind of “X”), the number of spaces 4 is two in the case ofFour of a kind of “2”, . . . ten in the case of Four of a kind of “10”,and ten in the cases of Four of a kind of “J” to “K”.

For example, in FIG. 1, the card image 1 a is “5” of Spade, the cardimage 1 b is “5” of Club, the card image ic is “5” of Heart, and thecard image 1 d is “5” of Diamond. Therefore, Four of a kind of “5” hasbeen established. In this case, the piece 2 moves by five spaces fromthe position shown in FIG. 1 in a direction of the arrows, and stops atthe space 4 with “80” displayed thereon. Consequently, 80 credits arepaid out as an award.

It is to be noted that the number of spaces that the piece 2 moves inthe case of establishment of Four of a kind is not limited to theforegoing example, but may be set as appropriate.

When the piece 2 stops at the space 4 corresponding to a bonus game,namely, the space 4 with “BONUS GAME!” displayed thereon, free games(games that can be played without inserting another currency value) areplayed as bonus games for the same number of times as the number ofspaces that the piece 2 moved.

In this bonus game, a jackpot (hereinafter also referred to as JP) isset as a prize, and when a JP is won, credits corresponding to the JPare paid out.

In the present embodiment, three kinds of JPs, “MINOR”, “MAJOR”, and“MEGA”, are set as described later. These JPs are progressive jackpots,and part of credits bet by the player is cumulatively stored as creditsfor each JP. A credit for a JP corresponds to the currency value for ajackpot in the present invention. Current amounts of the respective JPsare displayed to a MINOR display section 5, a MAJOR display section 6,and a MEGA display section 7 shown on the lower side of FIG. 1.

A specific description of the bonus game will be given later withreference to FIGS. 7, 8, and 9.

In the present embodiment, the piece 2 is moved in the case ofestablishment of the hand “Four of a kind” in a poker game. However, acondition for moving the piece is not limited to this example. Forexample, the piece may be moved in the case of establishment of the hand“Two pair” in a poker game, or the piece may be moved in the case ofestablishment of the hand “Three of a kind” in a poker game.

Further, in the present embodiment, the number of spaces that the piece2 moves corresponds to a number or alphabet printed on cards forming theestablished hand (Four of a kind). However, a relation between thecombination of cards and the number of spaces that a piece moves is notlimited to this example. For example, the number of spaces that thepiece moves may correspond to the established hand such that the piecemoves by one space in the case of establishment of the hand “One pair”and the piece moves by two spaces in the case of establishment of thehand “Two pair”.

Furthermore, five cards are to be selected out of 52 cards and thendisplayed in the present embodiment. However, the number of cards fromwhich cards are to be selected is not limited to 52 in the presentinvention.

Moreover, five cards are displayed to play a poker game in the presentembodiment. However, the number of cards to be displayed is not limitedto 5 in the present invention, and may be 4 or less, or 6 or more.

Although there is described a case where a card game is a poker game inthe present embodiment, the card game is not particularly limited in thepresent invention so long as it is a game in which a combination ofcards can be formed.

Although there is described a case where playing cards are used as cardsin the present embodiment, cards used in a card game are not limited toplaying cards in the present invention. For example, tarot cards may beused.

Further, in the present invention, the sugoroku board refers to a seriesof a plurality of spaces along which a piece moves following a certainrule. The sugoroku board in the present invention includes one in whichmoving paths of the piece form an intersection or a branchconfiguration. Moreover, the sugoroku board in the present inventionincludes one in which a “Start” space at which a piece is placed at thestart of the game and a “Goal” space at which the piece arrives tofinish the game are set, and one in which a “Start” space and a “Goal”space are not set like the sugoroku board 3 of the present embodiment.

Although the sugoroku board in the figure of “oo” is displayed in thepresent embodiment, the shape of the sugoroku board is not limited tothe figure of “∞” in the present invention. Examples thereof may includea quadrangle, a figure of S, and a straight line.

Although the spaces 4 are displayed to the lower image display panel 16in the present embodiment so that the spaces 4 on the sugoroku board 3are visible to the player, spaces may not be displayed but only a movingpath of the piece may be displayed.

Further, in the present embodiment, when the piece 2 stops at a singlespace 4, credits corresponding to that space 4 are paid out. However,the piece may be moved on a sugoroku board provided with no spaces,along a predetermined moving path in accordance with a combination ofcards, and when a total moving amount of the piece exceeds apredetermined amount, an award may be provided in accordance with themoving amount.

Moreover, in the present invention, an award corresponding to each spaceis not limited to the example shown in FIG. 1, but may be set asappropriate.

Next, there will be described a game system according to the presentembodiment.

As shown in FIG. 2, a game system 100 includes a plurality of gamingapparatus 10 and the server 200 connected to these gaming apparatus 10via a predetermined communication line 101. Such a game system 100 maybe constructed inside one recreation facility where a variety of gamescan be played, such as a bar or a casino, or constructed among aplurality of recreation facilities. Further, in the case of constructingthe game system 100 inside one recreation facility, the game system 100may be constructed on each floor or in each section of the recreationfacility. The communication line 101 is not particularly limited, andmay be either wired or wireless, and an exclusive line, an exchange lineor the like may be adopted.

The server 200 cumulatively stores part of credits corresponding tocoins bet at each gaming apparatus 10. The server 200 receivesinformation on credits corresponding to bet coins (hereinafter alsoreferred to as bet information) from each gaming apparatus 10 via thecommunication line 101, and distributes part of the bet credits to storeas credits for three kinds of JPs: “MINOR”, “MAJOR”, and “MEGA”.

Although credits for JP are stored in the server 200 in the presentembodiment, credits for JP may be stored in the gaming apparatus.

Next, there will be described the gaming apparatus according to thepresent embodiment with reference to FIG. 3.

In the gaming apparatus 10, a coin, a bill, or electronic valuableinformation corresponding to these is used as a currency value. However,in the present invention, the currency value is not particularlylimited. Examples thereof may include a medal, a token, electronicmoney, and a ticket. It is to be noted that the ticket is notparticularly limited, and examples thereof may include a ticket with abarcode as described later.

The gaming apparatus 10 includes a cabinet 11, a top box 12 installed onthe upper side of the cabinet 11, and a main door 13 provided at thefront face of the cabinet 11.

The lower image display panel 16 is provided at the front of the maindoor 13. The lower image display panel 16 is provided with a transparentliquid crystal panel to which five card images 1 (1 a, 1 b, 1 c, 1 d, 1e) and a sugoroku board 3 are displayed. The lower image display panel16 corresponds to the display in the present invention.

A number-of-credits display section 31 and a number-of-payouts displaysection 32 are provided in the lower image display panel 16. To thenumber-of-credits display section 31, the number of credited coins isdisplayed using an image. To the number-of payouts display section 32,the number of coins to be paid out is displayed using an image.

Moreover, although not shown, a touch panel 69 is provided at the frontface of the lower image display panel 16, and the player can operate thetouch panel 69 to input a variety of commands.

Below the lower image display panel 16, there are provided a controlpanel 20 including a plurality of buttons 23 to 28 with each of which acommand according to the game progress is inputted by the player, a coinreceiving slot 21 for accepting a coin into the cabinet 11, and a billvalidator 22.

The control panel 20 is provided with an exchange button 23, a CASHOUTbutton 24, a 1-BET button 25, a maximum BET button 26, a hold button 27,and a change button 28. The exchange button 23 is used in making arequest of a staff in the recreation facility for exchange. The CASHOUTbutton 24 is used for inputting a command to pay out credited coins to acoin tray 18.

The 1-BET button 25 is used for inputting a command to bet one coin on agame, out of the credited coins. The maximum BET button 26 is used forinputting a command to bet the maximum number of coins (fifty coins inthe present embodiment) that can be bet on one game, out of the creditedcoins.

The hold button 27 is a button used for inputting a command to hold adisplayed card, and the change button 28 is a button used for inputtinga command to change a displayed card. The hold button 27 and the changebutton 28 correspond to the input switch in the present invention.

Although commands for a hold and a change are inputted by operating thehold button 27 and the change button 28 in the present embodiment,inputting method is not limited to this example in the presentinvention, and for example, the touch panel may be operated to inputcommands for a hold and a change.

The bill validator 22 not only discriminates a regular bill from a falsebill, but also accepts the regular bill into the cabinet 11. It is to benoted that the bill validator 22 may be configured to be capable ofreading a later-described ticket 39 with a barcode. At the lower frontof the main door 13, namely, below the control panel 20, a belly glasson which a character or the like of the gaming apparatus 10 is drawn 34is provided.

The upper image display panel 33 is provided on a front surface of thetop box 12. The upper image display panel 33 is provided with a liquidcrystal panel to display, for example, an image representingintroduction of the contents of the game and explanation of a rule ofthe game.

Further, a speaker 29 is provided in the top box 12. Under the upperimage display panel 33, there are provided a ticket printer 35, a cardreader 36, a data display 37 and a keypad 38. The ticket printer 35prints on a ticket a barcode as coded data of the number of credits, adate, an identification number of the gaming apparatus 10 and the like,and outputs a ticket as the ticket 39 with a barcode. The player canhave another gaming apparatus read the ticket 39 with a barcode to playa game thereon, or exchange the ticket 39 with a barcode with a bill orthe like at a predetermined place in a recreation facility (for example,a cashier in a casino).

The card reader 36 reads data from a smart card and write data into thesmart card. The smart card is a card to be carried by a player, andstores, for example, data to identify the player and data on the historyof the game played by the player. The smart card may store datacorresponding to the coin, the bill, or the credit. Further, a magneticstripe card may be employed in place of the smart card. The data display37 includes a fluorescent display and the like, and displays, forexample, data read through the card reader 36 or data inputted by theplayer via the keypad 38. The keypad 38 is used for inputting a commandand data to issue a ticket and the like.

FIG. 4 is a block diagram showing an internal configuration of thegaming apparatus shown in FIG. 3.

A gaming board 50 is provided with: a CPU (Central Processing Unit) 51,a ROM 55, and a boot ROM 52 which are interconnected to one another byan internal bus; a card slot 53S corresponding to a memory card 53; andan IC socket 54S corresponding to a GAL (Generic Array Logic) 54.

The memory card 53 includes a nonvolatile memory such as CompactFlash(registered trademark) or the like, and stores a game program.

Further, the card slot 53S is configured to allow the memory card 53 tobe inserted thereinto and ejected therefrom, and is connected to amotherboard 40 through an IDE bus. Therefore, the types and contents ofgames played in the gaming apparatus 10 can be changed by ejecting thememory card 53 from the card slot 53S, then writing another game programinto the memory card 53 and then inserting the memory card 53 into thecard slot 53S. The game program includes a program relating toprogression of the game. Further, the game program includes image dataand sound data to be outputted during the game.

The CPU 51, the ROM 55, and the boot ROM 52 interconnected to oneanother by the internal bus are connected to the motherboard 40 throughthe PCI bus. The PCI bus not only conducts signal transmission betweenthe motherboard 40 and the gaming board 50, but also supplies electricpower from the motherboard 40 to the gaming board 50.

The motherboard 40 is configured by using a commercially availablegeneral-purpose motherboard (a printed wiring board on which fundamentalcomponents of a personal computer are mounted), and includes a main CPU41, a ROM (Read Only Memory) 42, a RAM (Random Access Memory) 43, and acommunication interface 44. The motherboard 40 corresponds to thecontroller in the present invention.

The ROM 42 includes a memory device such as a flash memory, and stores aprogram such as BIOS (Basic Input/Output System) executed by the mainCPU 41 and permanent data. When the BIOS is executed by the main CPU 41,processing for initializing a predetermined peripheral device isconducted, concurrently with start of processing for loading the gameprogram stored in the memory card 53 via the gaming board 50. It is tobe noted that in the present invention, the ROM 42 may or may not bedata rewritable one.

The RAM 43 stores data and a program to be used at the time of operationof the main CPU 41. Further, the RAM 43 is capable of storing a gameprogram. Moreover, the RAM 43 stores data of the number of credits, thenumber of coin-ins and coin-outs in a single game, and the like.

Furthermore, the motherboard 40 is connected with a later-described bodyPCB (Printed Circuit Board) 60 and a door PCB 80 through respectiveUSBs. Further, the motherboard 40 is connected with the communicationinterface 44 and a power supply unit 45.

The body PCB 60 and the door PCB 80 are connected with an equipment anda device, which generate an input signal to be inputted into the mainCPU 41, and with an equipment and a device, operations of which arecontrolled by a control signal outputted from the main CPU 41. The mainCPU 41 executes the game program stored in the RAM 43 based on the inputsignal inputted into the main CPU 41, and thereby conducts thepredetermined arithmetic processing and stores the result thereof intothe RAM43, or transmits a control signal to each equipment and device asa processing for controlling each equipment and device.

The body PCB 60 is connected with a lamp 30, a hopper 66, a coindetecting section 67, a graphic board 68, a speaker 29, a touch panel69, a bill validator 22, a ticket printer 35, a card reader 36, a keyswitch 38S, and a data display 37. The lamp 30 is lighted in apredetermined pattern based on a control signal outputted from the mainCPU 41.

The hopper 66 is installed inside the cabinet 11, and pays out coins inpredetermined number from a coin payout exit 19 onto the coin tray 18based on the control signal outputted from the main CPU 41. The coindetecting section 67 is provided inside the coin payout exit 19, andoutputs an input signal to the main CPU 41 when detecting payout ofcoins in predetermined number from the coin payout exit 19.

The graphic board 68 controls image display to the upper image displaypanel 33 and the lower image display panel 16 based on the controlsignal outputted from the main CPU 41. The number-of-credits displaysection 31 of the lower image display panel 16 displays the number ofcredits stored in the RAM 43. Further, the number-of-payouts displaysection 32 of the lower image display panel 16 displays the number ofcoin-outs.

The graphic board 68 includes a VDP (Video Display Processor) forgenerating image data based on the control signal outputted from themain CPU 41, a video RAM for temporarily storing image data generated bythe VDP, and the like. It is to be noted that image data used ingenerating the image data by the VDP is included in the game program,which is read from the memory card 53 and stored in the RAM 43.

The bill validator 22 not only discriminates a regular bill from a falsebill, but also accepts the regular bill into the cabinet 11. Uponacceptance of the regular bill, the bill validator 22 outputs an inputsignal to the main CPU 41 based on the amount of the bill. The main CPU41 stores in the RAM 43 the number of credits in accordance with theamount of the bill transmitted by the input signal.

The ticket printer 35, based on the control signal outputted from themain CPU 41, prints on a ticket a barcode as coded data of the number ofcredits stored in the RAM 43, a date, an identification number of thegaming apparatus 10 and the like, and outputs the ticket as the ticket39 with a barcode.

The card reader 36 reads data from the smart card and transmits the datato the main CPU 41, and also writes data into the smart card based onthe control signal from the main CPU 41. The key switch 38S is providedon the keypad 38, and outputs a predetermined input signal to the mainCPU 41 when the keypad 38 is operated by the player. The data display37, based on the control signal outputted from the main CPU 41, displaysdata read by the card reader 36 and data inputted by the player via thekeypad 38.

The door PCB 80 is connected with the control panel 20, a reverter 21S,a coin counter 21C, and a cold-cathode tube 81. The control panel 20 isprovided with an exchange switch 23S corresponding to the exchangebutton 23, a CASHOUT switch 24S corresponding to the CASHOUT button 24,a 1-BET switch 25S corresponding to the 1-BET button 25, a maximum BETswitch 26S corresponding to the maximum BET button 26, a hold switch 27Scorresponding to the hold button 27, and a change switch 28Scorresponding to the change button 28. Each of the switches 23S to 28Soutputs an input signal to the main CPU 41 when each of the buttons 23to 28 corresponding thereto is operated by the player.

The coin counter 21C is provided inside the coin receiving slot 21, anddiscriminates a regular coin from a false coin inserted by the playerinto the coin receiving slot 21. A coin other than the regular coin isdischarged from the coin payout exit 19. Further, the coin counter 21Coutputs an input signal to the main CPU 41 when detecting the regularcoin.

The reverter 21S operates based on the control signal outputted from themain CPU 41, and distributes coins recognized as the regular coin by thecoin counter 21C into a cash box (not shown) installed inside the gamingapparatus 10 or the hopper 66. Namely, when the hopper 66 is filled withcoins, the regular coin is distributed by the reverter 21S into the cashbox. On the other hand, when the hopper 66 is not filled with coins, theregular coin is distributed to the hopper 66. The cold cathode tube 81functions as a back light installed on the rear face sides of the lowerimage display panel 16 and the upper image display panel 33, and islighted based on the control signal outputted from the main CPU 41.

FIG. 5 is a block diagram showing an internal configuration of theserver shown in FIG. 2.

The server 200 includes a CPU 201, a ROM 202, a RAM 203, a communicationinterface 204, and a hard disc drive 205 as a memory. The communicationinterface 204 is connected with the communication interface 44 of eachgaming apparatus 10 via the communication line 101. The ROM 202 stores asystem program for controlling the operation of the server 200 andpermanent data. Further, the RAM 203 temporarily stores data receivedfrom each gaming apparatus 10, arithmetic result, and the like. The harddisc drive 205 stores credits for three kinds of JP: “MINOR”, “MAJOR”,and “MEGA”.

Next, there will be described a processing executed in the gamingapparatus 10.

The main CPU 41 reads and executes a game program to advance a game.

FIG. 6 is a flowchart showing a subroutine of a game processing. First,in Step S10, the main CPU 41 determines whether or not a coin is bet. Inthis processing, the main CPU 41 determines whether or not to havereceived an input signal which is to be outputted from the 1-BET switch25S when the 1-BET button 25 is operated, or an input signal which is tobe outputted from the maximum BET switch 26S when the maximum BET button26 is operated. When determining that no coin is bet, the main CPU 41returns the processing to Step S10.

On the other hand, when determining that the coin is bet, the main CPU41 conducts processing of subtraction on the number of credits stored inthe RAM 43 in accordance with the number of bet coins (Step S11). It isto be noted that, when the number of bet coins is larger than the numberof credits stored in the RAM 43, the main CPU 41 returns the processingto step S10, without conducting the processing of subtraction on thenumber of credits stored in the RAM 43. Further, when the number of betcoins exceeds an upper limit value (50 coins in the present embodiment)that can be bet on one game, the main CPU 41 shifts the processing tostep S12, without conducting the processing of subtraction on the numberof credits stored in the RAM 43.

Next, in Step S12, the main CPU 41 conducts processing of cumulativelyaccumulating credits for JPs.

More specifically, the main CPU 41 transmits bet information to theserver 200. On receiving the bet information, the server 200cumulatively accumulates credits corresponding to 0.3% of the betcredits to credits for JP of “MINOR”, credits corresponding to 0.2% ofthe bet credits to credits for JP of “MAJOR”, and credits correspondingto 0.15% of the bet credits to credits for JP of “MEGA”, each stored inthe hard disc drive 205.

Next, in Step S13, the main CPU 41 determines types of the card images 1to be displayed and a start position of the piece 2 on the sugorokuboard 3 by using random numbers, and displays the five card images 1,the piece 2, and the sugoroku board 3 to the lower image display panel16.

When the card images 1, the piece 2, and the sugoroku board 3 arealready on display after a game or for some other reasons, card imagesand the start position of the piece are updated to newly determinedones.

In the present embodiment, the start position of the piece 2 is updatedevery time a new game is played. However, in the present invention, forexample, a space at which the piece stopped in a previous game may beset as the start position of the piece. In that case, the start positionof the piece at the activation of the gaming apparatus may be previouslydetermined, or may be determined by using a random number. Further, forexample, the start position of the piece may be the same in each game.

Next, the main CPU 41 detects an input of a hold and/or a change by theplayer (Step S14), and subsequently conducts processing of updating thecard images 1 (Step S15).

Specifically, first, the card image 1 a flashes to instruct the playerto press the hold button 27 or the change button 28. When detecting aninput of a hold, the main CPU 41 keeps the card image 1 a unchanged.When detecting an input of a change, the main CPU 41 changes the cardimage 1 a to another card image determined by using a random number.Subsequently, the same processing is repeated with regard to the othercard images in the order of the card image 1 b, the card image 1 c, thecard image 1 d, and the card image 1 e.

Next, in Step S16, the main CPU 41 determines whether or not Four of akind has been established by the five card images 1. Namely, the mainCPU 41 determines whether or not there are four card images with thesame number or alphabet printed thereon. When determining that Four of akind is not established, the main CPU 41 terminates the presentsubroutine.

On the other hand, when determining that Four of a kind is established,the main CPU 41 determines which number or alphabet is printed on thecard images 1 forming Four of a kind.

Next, in Step S18, the main CPU 41 moves the piece 2 on the sugorokuboard 3 based on the number or alphabet determined in Step S17. Acorresponding relation between the number or alphabet printed on thecard images 1 forming Four of a kind and the number of spaces that thepiece 2 moves has already been described, and the description thereofwill not be repeated here.

In the present embodiment, a moving direction of the piece 2 ispreliminary determined. However, in the present invention, the movingdirection of the piece maybe determined in each game.

Next, in Step S19, the main CPU 41 determines whether or not the piece 2has stopped at a space corresponding to a bonus game (space 4 a).

When determining that the piece 2 has not stopped at the spacecorresponding to a bonus game, the main CPU 41 determines creditscorresponding to the space 4 at which the piece 2 has stopped in StepS21.

Next, in Step S22, the main CPU 41 pays out credits determined in StepS21.

When determining in Step S19 that the piece 2 has stopped at the spacecorresponding to a bonus game, the main CPU 41 conducts a bonus gameprocessing in Step S20. This processing will be specifically describedlater with reference to FIGS. 7, 8, and 9.

After conducting the processing of Step S20 or Step S22, the main CPU 41terminates the present subroutine.

FIG. 7 is a flowchart showing a subroutine of a bonus game processingwhich is conducted in Step S20 of FIG. 6. FIG. 8 is a view showing oneexample of images displayed to the lower image display panel whenexecuting a bonus game. FIG. 9 is a view showing one example of symbolsdisplayed when executing a bonus game.

In the bonus game processing, first, in Step S30, the main CPU 41determines the number t of the bonus game based on the number oralphabet determined in Step S17 of FIG. 6. In the present embodiment,the number t of the bonus game is the same as the number of spaces thatthe piece 2 moves.

The determined value t is stored in the RAM 43.

Next, in Step S31, the main CPU 41 displays an image 300 representing“BONUS GAME” and a symbol display section 301 to the lower image displaypanel 16. To the symbol display section 301, four kinds of symbols shownin FIG. 9, namely, “MEGA”, “MAJOR”, “MINOR”, and “LOSS” arescroll-displayed, and stop-displayed after the lapse of a predeterminedtime. A symbol displayed at this time represents a winning JP (or loss).

Next, in Step S32, the main CPU 41 conducts a JP winning determinationprocessing. Namely, the main CPU 41 determines whether or not a JP willbe won, and when determining that a JP will be won, the main CPU 41determines which JP will be won among “MEGA”, “MAJOR”, and “MINOR”.

Next, in Step S33, the main CPU41 conducts a scroll display controlprocessing for symbols in the symbol display section 301. Thisprocessing is a processing of starting scroll display of four kinds ofsymbols shown in FIG. 9, and after the lapse of a predetermined time,stop-displaying a symbol corresponding to a winning JP or lossdetermined in Step S32.

Next, in Step S34, the main CPU 41 determines whether or not the JP hasbeen won based on a determination in Step S32.

When determining that the JP has been won, in Step S37, the main CPU 41pays out credits corresponding to the winning JP.

On the other hand, when determining in Step S34 that the JP has not beenwon, in Step S35, the main CPU 41 conducts a processing of subtractingone from the value of t.

Next, in Step S36, the main CPU 41 determines whether or not the valueof t is zero. Namely, the main CPU 41 determines whether or not bonusgames in the determined number have been completed.

When determining that the value of t is not zero, the main CPU 41returns the processing to Step S32.

When determining in Step S36 that the value of t is zero, or afterconducting the processing of Step S37, the main CPU 41 terminates thepresent subroutine.

As thus described, the gaming apparatus 10 according to the presentembodiment includes the lower image display panel 16 (display) capableof displaying five cards, the sugoroku board 3 provided with a pluralityof spaces 4, and the piece 2. Further, the gaming apparatus 10 includesthe hold button 27 (input switch) capable of making an input of a holdfrom the player, and the change button 28 (input switch) capable ofmaking an input of a change from the player. Moreover, the gamingapparatus 10 includes the motherboard 40 (controller) programmed toconduct the following processing of: (a) displaying the five cards, thesugoroku board 3, and the piece 2 to the lower image display panel 16;(b) detecting the input of a hold and/or a change from the hold button27 and/or the change button 28; (c) exchanging a card in accordance withthe detection; (d) moving the piece 2, when a combination of the cardsafter the exchange is Four of a kind, on the sugoroku board 3 by thenumber of spaces corresponding to a number or alphabet printed on cardsforming Four of a kind; (e) executing a bonus game in accordance withthe number or alphabet printed on cards forming Four of a kind, when thepiece 2 stops at a specific space; (f) determining whether or not a JPwill be won, and when determining that a JP will be won, determiningwhich JP will be won among “MEGA”, “MAJOR”, and “MINOR”; and (g) payingout credits corresponding to the JP determined as the winning JP.

Although free games are played as bonus games in the same number as thenumber of spaces that the piece 2 moves (free games in numbercorresponding to a number or alphabet printed on cards forming Four of akind) in the present embodiment, the bonus game in the present inventionis not particularly limited, so long as the game is played in accordancewith a combination of cards established in a card game.

“A bonus game corresponding to a combination of cards” refers to onekind of bonus game determined by determination of a combination ofcards, and includes a bonus game in one-to-one correspondence with acombination of cards and a bonus game determined by predeterminedcalculation based on a combination of cards.

Examples of the bonus game of this kind may include, in addition to agame in which free games are played in number determined based on acombination of cards as shown in the present embodiment, a game in whicha winning probability for a JP is set in accordance with the combinationof cards and a game in which time, sound, and images are varied inaccordance with the combination of cards.

A content of a bonus game in the present invention is not particularlylimited so long as whether or not a JP will be won is determined and acurrency value for a JP is paid out when a JP is determined to be won.Examples thereof may include a card game, a slot game, and a roulettegame.

The bonus game as thus described may or may not be advanced by an inputof an operation from the player.

In the present embodiment, three kinds of JPs “MEGA”, “MAJOR”, and“MINOR” are provided. However, there may be provided JPs in four kindsor more, or in two kinds or less in the present invention.

Further, the ratio of credits cumulatively accumulated as credits foreach JP to the total bet credits is not limited to the value shown inthe present embodiment, but may be set as appropriate.

Although the case was described in the present embodiment where only asingle space is set as the specific space in the present invention, twoor more spaces may be set as the specific spaces in the presentinvention.

Further, in the present invention, the position of the specific space isnot limited to the example shown in the present embodiment, but may beset as appropriate.

Furthermore, in the present embodiment, a bonus game is played when thepiece 2 stops at the specific space. However, in the first aspect of thepresent invention, not limited to this example, a specific space may beset, for example, as a space corresponding to a JP and credits for theJP may be paid out when the piece stops at the specific space.

Although the case was described in the present embodiment where thegaming apparatus 10 is used to execute a card game (poker game), thepresent invention is not limited to this example. For example, a cardgame may be played by a plurality of players without using a gamingapparatus. In this case, a playing method of a card game maybe adopted,which includes the following steps of: (a) dealing a plurality of cardsto each player; (b) exchanging each player's card in accordance with ahold and/or a change; (c) moving the player's piece, when a combinationof a plurality of cards after the exchange is a predeterminedcombination, on a sugoroku board provided with a plurality of spaces bythe number of spaces corresponding to the combination of the pluralityof cards; (d) executing a bonus game in accordance with the combinationof the plurality of cards when the player's piece stops at a specificspace; (e) determining whether or not a jackpot will be won in the bonusgame; and (f) paying a currency value for a jackpot accumulated bystoring part of a currency value bet by the player when the jackpot isdetermined to be won.

Although the embodiments of the present invention have been describedwith reference to embodiments thereof, these embodiments merelyillustrate concrete examples, not restrict the present invention. Theconcrete structures of respective means and the like can be designed andchanged as required. Furthermore, there have been merely described mostpreferable effects of the present invention, as the effects of thepresent invention, in the embodiments of the present invention. Theeffects of the present invention are not limited to those described inthe embodiments of the present invention.

Further, in the aforementioned detailed description, characteristicportions have been mainly described, for ease of understanding thepresent invention. The present invention is not limited to theembodiments described in the aforementioned detailed description, butcan be also applied to other embodiments over a wider range ofapplications. Further, the terms and phrases used in the presentspecification have been used for clearly describing the presentinvention, not for limiting the interpretation of the present invention.Further, those skilled in the art will easily conceive other structures,systems, methods and the like which are included in the concept of thepresent invention, from the concept of the present invention describedin the present specification. Accordingly, the description of the claimsis intended to include equivalent structures that fall within thetechnical scope of the invention. Further, the abstract aims at enablingengineers and the like who belong to the present technical field but arenot familiar with the patent office and public institutions, the patent,law terms and technical terms to immediately understand the technicalcontent and the essence of the present application through briefstudies. Accordingly, the abstract is not intended to restrict the scopeof the invention which should be evaluated from the description of theclaims. It is desirable that literatures and the like which have beenalready disclosed are sufficiently studied and understood, in order tosufficiently understand the objects of the present invention and thespecific effects of the present invention.

In the aforementioned detailed description, there have been describedprocesses to be executed by computers. The aforementioned descriptionand expressions have been described for the sake of enabling thoseskilled in the art to understand the present invention most effectively.In the present specification, each step for deriving a single resultshould be understood to be self-consistent processing. Further, eachstep includes transmission, reception, recording and the like ofelectric or magnetic signals. Although, in the processing at each step,such signals have been expressed as bits, values, symbols, characters,terms, numerical characters and the like, it should be noticed that theyhave been merely used for convenience of description. Further, althoughthe processing at each step was described using expressions common tohuman behaviors in some cases, the processes described in the presentspecification are to be executed by various types of devices, inprinciple. Further, other structures required for conducting each stepwill be apparent from the aforementioned description.

1. A gaming apparatus comprising: a display capable of displaying aplurality of cards, a sugoroku (Japanese board game like “Snakes andLadders”) board provided with a plurality of spaces, and a player'spiece; an input switch capable of making an input of a hold and/or achange from the player; and a controller, said controller programmed toconduct the processing of: (a) displaying said plurality of cards, saidsugoroku board, and said player's piece to said display; (b) detectingthe input of a hold and/or a change from said input switch; (c)exchanging a card in accordance with the detection; (d) moving saidplayer's piece, when a combination of a plurality of cards after theexchange is a predetermined combination, on said sugoroku board by thenumber of spaces corresponding to the combination of said plurality ofcards; and (e) paying out a currency value for a jackpot accumulated bystoring part of a currency value bet by the player when said player'spiece stops at a specific space.
 2. A gaming apparatus comprising: adisplay capable of displaying a plurality of cards, a sugoroku boardprovided with a plurality of spaces, andaplayer's piece; an input switchcapable of making an input of a hold and/or a change from the player;and a controller, said controller programmed to conduct the processingof: (a) displaying said plurality of cards, said sugoroku board, andsaid player's piece to said display; (b) detecting the input of a holdand/or a change from said input switch; (c) exchanging a card inaccordance with the detection; (d) moving said player's piece, when acombination of a plurality of cards after the exchange is apredetermined combination, on said sugoroku board by the number ofspaces corresponding to the combination of said plurality of cards; (e)executing a bonus game when said player's piece stops at a specificspace; (f) determining whether or not a jackpot will be won in saidbonus game; and (g) paying out a currency value for a jackpotaccumulated by storing part of a currency value bet by the player whensaid jackpot is determined to be won.
 3. A gaming apparatus comprising:a display capable of displaying a plurality of cards, a sugoroku boardprovided with a plurality of spaces, andaplayer's piece; an input switchcapable of making an input of a hold and/or a change from the player;and a controller, said controller programmed to conduct the processingof: (a) displaying a plurality of cards, said sugoroku board, and saidplayer's piece to said display; (b) detecting the input of a hold and/ora change from said input switch; (c) exchanging a card in accordancewith the detection; (d) moving said player's piece, when a combinationof a plurality of cards after the exchange is a predeterminedcombination, on said sugoroku board by the number of spacescorresponding to the combination of said plurality of cards; (e)executing a bonus game in accordance with the combination of saidplurality of cards when said player's piece stops at a specific space;(f) determining whether or not a jackpot will be won in said bonus game;and (g) paying out a currency value for a jackpot accumulated by storingpart of a currency value bet by the player when said jackpot isdetermined to be won.
 4. A playing method of a card game comprising thesteps of: (a) dealing a plurality of cards; (b) exchanging a card inaccordance with a hold and/or a change; (c) moving said player's piece,when a combination of a plurality of cards after the exchange is apredetermined combination, on said sugoroku board provided with aplurality of spaces by the number of spaces corresponding to thecombination of said plurality of cards; and (d) paying a currency valuefor a jackpot accumulated by storing part of a currency value bet by theplayer when said player's piece stops at a specific space.
 5. A playingmethod of a card game comprising the steps of: (a) dealing a pluralityof cards; (b) exchanging a card in accordance with a hold and/or achange; (c) moving said player's piece, when a combination of aplurality of cards after the exchange is a predetermined combination, onsaid sugoroku board provided with a plurality of spaces by the number ofspaces corresponding to the combination of said plurality of cards; (d)executing a bonus game when said player's piece stops at a specificspace; (e) determining whether or not a jackpot will be won in saidbonus game; and (f) paying a currency value for a jackpot accumulated bystoring part of a currency value bet by the player when said jackpot isdetermined to be won.
 6. A playing method of a card game comprising thesteps of: (a) dealing a plurality of cards; (b) exchanging a card inaccordance with a hold and/or a change; (c) moving said player's piece,when a combination of a plurality of cards after the exchange is apredetermined combination, on said sugoroku board provided with aplurality of spaces by the number of spaces corresponding to thecombination of said plurality of cards; (d) executing a bonus game inaccordance with the combination of said plurality of cards when saidplayer's piece stops at a specific space; (e) determining whether or nota jackpot will be won in said bonus game; and (f) paying a currencyvalue for a jackpot accumulated by storing part of a currency value betby the player when said jackpot is determined to be won.